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  1. Biography. Born in Sofia, Viktor Antonov moved to Paris at age 17. Working for the cinema and video game industries, he became well known for his work as art director on Half-Life 2. He worked afterwards for Arkane Studios then became design supervisor for ZeniMax Media after the release of Dishonored .

    Game
    Release
    Developer
    Credit (s)
    1997
    map painter
    Redneck Deer Huntin'
    Xatrix Entertainment
    artist
    Xatrix Entertainment
    additional artist
    Redneck Rampage Rides Again
    1998
    Xatrix Entertainment
    additional artist
    • The Mechanical Component
    • Mastering The Infrastructure
    • Focus on The Function
    • It’S Not Real

    There’s a steampunk sensibility to Viktor Antonov’s work. It’s not overt, but it’s there. Now, I’m not the biggest fan of steampunk as an aesthetic. I typically find it to be a gaudish display of indulgent excess, surviving on the gimmick and charm of its execution moreso than the fundamental necessity of application. True, the same could be said f...

    How this all relates to Viktor Antonov, is very simple. He getsthis principle right time and time again. He orchestrates a visual language of architecture, light and space, which communicates through whispers and screams alike, the core identity and functional methodology of a place, of a time. These are important components in making a place feel ...

    Antonov’s visual direction often feels more like a response to the conditions of a game’s narrative, instead of an attempt at shoehorning that narrative into a dictatorship of cosmetics. The streets of Dunwall for example, decay under the rule of a fascist government. The cold, desaturated tones of the environment embody the collective spirit of it...

    In every case, Antonov gleefully walks a tight rope between what is and is not physically possible from an engineering perspective. Frequently, he will lean over to one side in particular, adding a sense of flavour to these worlds that is most specifically his. Part of me was surprised by this when learning of his background in Industrial Design, w...

  2. Jan 21, 2019 · The Half-Life 2 and Dishonored art director has expanded his canvas to fit a whole planet. ... 2019. Project C “I’m sorry,” Viktor Antonov tells me. He’s apologising for speaking over one ...

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  3. Jul 24, 2012 · Viktor Antonov left Valve, and he was art director for Half-Life 2. He conceptualised City 17, its suburbs and the alien Combine architecture and technology. ... Arkane art director Sebastien ...

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  4. Feb 20, 2019 · City 17 to city infinity. Viktor Antonov hasn't built a world like this before. The games you know him for are bounded and largely linear. Every tiny detail has been touched by a human hand in ...

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  5. Viktor Antonov. Art Director: Half-Life 2. Viktor Antonov is renowned for creating compelling fictional worlds that combine beauty with striking realism. In his 20 years in the entertainment industry he has designed and art directed projects such as the blockbuster Half Life 2.

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  7. Viktor Antonov. Art Director: Half-Life 2. Viktor Antonov is renowned for creating compelling fictional worlds that combine beauty with striking realism. In his 20 years in the entertainment industry he has designed and art directed projects such as the blockbuster Half Life 2. His responsibilities on the project included the conception of the Half Life 2 universe - City 17, its suburbs and ...

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